OdanUrr wrote...
What exactly do you mean by that? The only reactivity I can think of is related to psychology.
What ademska said, basically. I think that a game should change itself and show consequences in-game.
Brockololly wrote...
Yet, I think at least in part though, with BioWare's model of choice and consequences (especially with ME) you expect some of the consequences to come possibly in a sequel, what with BioWare now trying to pump up the import feature in their games. I think thats why many more mainstream reviewers give ME2 's story a pass, on the premise ME3 will fix everything and tie things up beyond a stupid little email. Not that BioWare games have ever really fulfilled that promise of cashing in on consequence via a sequel, but thats what ME3 is trying to do. But I don't expect they'll do it well there.
ME2's a good example of this. They went as close to BG II-style cannon as they could get away with given the import function. Not because that's a bad executive decision, mind you. Trying to create two different games for the price of one just isn't worth it.
The mistake, though, is how Bioware still lets you have a say in the very major choices. At least with DA2 they realized that they can't possibly do justice to any major choice if it branches. The problem is that they didn't see the solution to having reactive content in the face of that.
TW2's solution, IMO, is the ideal solution. Railroad the destination, but not the way to get there.
Eh...the "flash and fluff" would be more stuff like having to include player VO or having every single damn dialogue cutscene have over the top cinematics when its a basic conversation. That kind of resource allocation.
I know what your ax to grind is. But, IMO, you're missing the point. The real flash isn't cinematics or VO - it's the lip service to what it means to have a choice.
Although I can't understand praising TW2 and at the same time lamenting VO or cinematic direction too much - TW2 had both, and still executed the a reactive game. They just cut away at character customization instead. There's no reason why Bioware can't do the same, and to be honest, I thought it was what they'd do in DA2.
Cause I just don't see EA/BioWare taking the massive risk of doing something like CD Projekt did with TW2's branching content when they seem intent on sticking with that kind of presentation style, especially if they keep male and female leads. Thats why I'd be more content with scaling back on the presentation if it meant more consequence, even if it didn't have the PC gabbing while the camera does a Paul Greengrass shaky-cam back and forth as somebody simply says "Hello, how as your day." "My day was good." "Ok, bye."
TW2's branching content is the result of a much smaller game and very, very clever reclycling. No matter how much you really hate VO, the real obstacle to reactive content is the classical RPG mindset that is part-and-parcell associated with things like silent VO.
Why do you think the first story-based Western RPG to feature branching choice like TW2 did had a fixed male protagonist with VO? Because that way you can hedge the player really, really hard. Then, it becomes much easier to create detailed branches, because you essentially know who the player is running with and what attitudes the player has.
Thats especially the case when you hear of how only X% of people finish the game. That seems to be the excuse devs trot out when people ask why plot thread Y didn't branch out into some unique quest Z- Cause by that point only X% of people were playing or "You'd be making 2 entirely spearate games and nobody would see all the content in one playthrough" and how that would therefore be wasted work.
I've never agreed with a reactive business strategy. If gamers don't finish enough of your game, IMO, the solution is to try to create incentives to do it. Making shorter games with more branching paths, to me, achieves both ends.
I think BioWare is just blowing their zots in areas that are more superfluous when you're trying to make a reactive RPG- a video game- and not just a second rate interactive movie, given the constraints they have. But of course, thats if BioWare is trying to make a reactive video game and not just an interactive narrative, which going by interviews, is all they're trying to make now anyway.
Bioware's never wanted to make a reactive video-game, and so long as people advocate for silent VO, we'll never have a party-based, story-oriented, reactive video-game.